/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_RANDOMMOTIONGENERATOR_H
#define ARKCORE_RANDOMMOTIONGENERATOR_H

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "Traveller.h"

template<class T>
class RandomMovementGenerator: public MovementGeneratorMedium<T, RandomMovementGenerator<T> >
{
public:
    // Wander dist is related on db spawn dist. So what if we wanna set eandom movement on summoned creature?!
    RandomMovementGenerator (float spawn_dist = 0.0f) :
            i_nextMoveTime(0), wander_distance(spawn_dist)
    {
    }

    void _setRandomLocation (T &);
    void Initialize (T &);
    void Finalize (T &);
    void Reset (T &);
    bool Update (T &, const uint32 &);
    bool GetDestination (float &x, float &y, float &z) const;
    void UpdateMapPosition (uint32 mapid, float &x, float &y, float &z)
    {
        i_destinationHolder.GetLocationNow(mapid, x, y, z);
    }
    MovementGeneratorType GetMovementGeneratorType ()
    {
        return RANDOM_MOTION_TYPE;
    }
private:
    TimeTrackerSmall i_nextMoveTime;

    DestinationHolder<Traveller<T> > i_destinationHolder;
    float wander_distance;
    uint32 i_nextMove;
};
#endif
